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Messages - scotch

#1301
http://screen7.adventuredevelopers.com/mittens/index2.htm

It's mostly an opportunity for agsers to meet up, there are some organised activities, such as going to a themepark, mostly the fun is in meeting people you've known online in person.
#1302
I think for a lot of the Europeans it'll be hard to say they're going with absolute certainty..

I think there's a high chance I'll be going, can't really say any more than that.  Don't know which airport we travel to, it may well not be the closest to wherever mittens is so I wouldn't worry about that, we didn't mind travelling around Sweden from our remote airport, the language barrier might be a little bigger than when we went to sweden but I'm sure we'll work it out.
#1303
to place a character on a specific walkable area in a random position you could try something like


int xpos;
in ypos;
while(GetWalkableAreaAt (xpos, ypos)!=number of the area you want to place it at) {
xpos=Random(320);
ypos=Random(200);
}
character[GDTHREE].x=xpos;
character[GDTHREE].y=ypos;


You could disable all walkable areas with

int i=1;
while(i<16){
RemoveWalkableArea (i);i++;}

(Note I haven't tested either idea)

#1304
The game is popular, but not quite as popular as many other adventures.. there aren't a really big amount of remakes made with ags (well, successful ones anyway)  I can't remember a loom fan game being started..

Copyright isn't a big concern to most people here.. the game is old, lucasarts haven't shut down FoY or any other AGS remake yet.
#1305
Here's some ideas or opinions about the suggestions I had:

1:  Can't you do something similar by making the gui black, then making it semi transparent with SetGUITransparency?  It would make the text transparent too though, so might not be quite the effect you want.. (in whoch case you could fake it with either two guis or a gui with a transparent object underneath)

2: Sounds like a good idea :) Not quite sure of the best way to do it though.  (You wouldn't just be able to set a colour for text for different characters if they had colour info in the font)

3: That one doesn't sound too hard to do, probably alread on the list of things to do.

4: Well there already are font editors, I think think it's a good idea personally, most people don't make custom fonts themselves.

5: Being able to label views would be useful imo.

6: You mean in the help file?  You already can actually, just press ctrl+f

7: Coloured text scripting?  Isn't this already in ags?

8: I'd like that.
#1306
Advanced Technical Forum / Square Root
Wed 22/10/2003 22:05:58
Edit by strazer:

AGS 2.7 Beta 8 introduced the Maths.Sqrt function.




In case anyone needs to find the square root of something or the distance between two points (how far apart two characters are, for instance) I thought I'd post these.

I needed to find the square root of something for a gui, and since ags doesn't have a sqrt() function, and there isn't a plugin for it I had to write one, so with the help of Annie, and Newton here it is
(along with abs() sqr() and point_distance() which I just find save time)


function abs(int number) { if(number<0) number=number*(-1); return number;}

function sqr(int number) {
  return (number*number);
  }

function sqrt(int number) {
  number=abs(number);
  if(number==0)number=1;
  int guess=Random(number)+1;
  int previousguess;
  int result= -1;
  int maxiterations=10;
  while(result!=previousguess && maxiterations>0) {
    result = (number/guess+guess)/2;
    previousguess=guess;
    guess=result;
    maxiterations--;
    }
return result;
    }


function point_distance(int x1,int y1,int x2,int y2) {
  return sqrt((sqr(x1-x2)+sqr(y1-y2)));
  }


I am terrible at maths.. so they may well be scripted extremely badly but they seem to work in my game.
#1307
It's impossible I'm afraid, most game makers wouldn't want their stuff played around with so once compiled they are stored in a way they can't be extracted back into their original form.  Not even CJ can do it (apparently ;))

The demo game is open source, which means you have access to all the crm and sounds and scripts, that's on the main ags download page.

If it's just room graphics you want you could try instagame http://www.sylpher.com/ig/
#1308
Hints & Tips / Re:alien rape escape
Tue 21/10/2003 17:03:07
The 'marshmallow' needs to be given to the alien, he needs it to get his strength back and break free.  You need to make one that looks like a marshmallow, is sweet, and moist btw.

Sorry if the lack of a nail file on vent message (and many other little problems) annoyed you chilliboy, the game was made in a very short space of time and only lightly tested, I don't think we really expected it to be played as much as it has been.
#1309
if you just want to add more ifs to the end of that script you can do so just by adding another 'else if'

else if (ran==2).....
else if (ran==3)....

but that only makes sense if ran could actually be 2 or 3 or so on, so you have to change the line
int ran=Random(2);
to...
int ran=Random(51);

that is if you were trying to pick a random card from a deck of 52 (the random result will start from 0, rather than 1 so the number in the random should be one less than the number of possible results you want)



For your dice script that would be something like this:

int sideresult=Random(5);
if(sideresult==0) Display("You rolled a 1.  You lose!");
else if(sideresult==1) Display("You rolled a 2.  You lose!");
else if(sideresult==2) Display("You rolled a 3.  You lose!");
else if(sideresult==3) Display("You rolled a 4.  Not quite enough, you lose!");
else if(sideresult==4) Display("You rolled a 5.  So close, but you lose!");
else Display("You rolled a 6.  You are win!");
#1310
Well, ags can't even import jpg pictures, can it?

But anyway, the format you import doesn't make a difference to the size, no.  AGS stores the images internally in it's own way, room backgrounds are compressed using gif style compression, and sprites are not (which is one reason why zipping makes a difference)

The only things that make a difference are image size/resolution and colour depth, a 256 colour image will be a lot smaller than a 16 bit one.
#1311
Sorry, I do not understand your query, as an AGS user I am case sensitive!





Ok, seriously though.. have you had a look at the PlayVideo command in the help file?
#1312
Just being able to set the size of the brush tool to greater than 1 pixel would do it, painting with that in colour 0 is the same as erasing
#1313
Yes it's possible, using GetRawTime(), that reads the time from the user's system clock.
You'd have to save the time that they first ran the game out into a file and then use that to see how much time has passed since then.

They could of course get around it by changing their system time but there's no way around that without doing something really complicated.
#1314
Advanced Technical Forum / Re:32bit colour
Thu 16/10/2003 17:48:17
We have 16 now, not 24, 24/32 bit colour would be of use to people who use very fine gradients between similar colours or use very smooth shading, like those people using 3d.  I agree that even 256 can look great if you plan your images for the colour depth but I'm also sure many people would find 32 bit useful.  I think it's something CJ said he might do in the future, but not very soon.
#1315
I am going to make a first person FPS engine adventure before too long, but first person ags adventures are a good idea.. probably the reason there aren't many is that people don't even think of that as an option when starting an ags game.
#1316
The problem with that is it doesn't work during blocking scripts, I think.  A plugin would be useful..
#1317
The only space quest I've really tried to play.  I got as far as the test..
#1318
And this version says it has protected mode support.. which should hopefully now mean it can play old games, and not just really ancient games.
A few more versions and this should be the solution to all us 2000/xp user's dos problems.
#1319
I'm pretty sure it's impossible to do in script, I've tried a few different ways.  Can't change the character's speed while moving is one of the problems.
You'll just have to wait, and try not to have deep rooms for now.  Number one thing AGS needs imo.
#1320
DisplayMessage (int message_number);

DisplayMessage takes an int corresponding to a room or  global message, you probably just wanted to use
Display ("Whatever.");
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